A Dire Aurochs pack/wagon/mount/war animal (which is a recycled, enlargened to rhino size and furious via 'prone to rage' *
im investigating ways to make that a male cast only trait* bone carnivore cow, which means i'll have access to plenty of cheese roasts and goblin caravans *since gobbos have no pack animals to use, and only get some from conquered sites to my own knowledge* especially with the enhanced milk values) that'll thin out overcrowded spaces and still require large rooms on top of being more expensive (kept in mind as a balancing act, additionally may think about meddling their ages so they live longer but mature slower)
> I did consider something else, perhaps giant demon rats or even at one point, a novel horned evil giant skinklizard, but it did seem too complicated so i stuck to what i knew and achieved a comfortable compromise for a animal in a aurochs.
Nocturnal dusk yeti's, basically larger more intelligent yeti's for savagely evil glacier regions that can be tamed [slow learner][evil]. Meddled with fur/skin palette to reflect the time that they are active, added both the enrage and curious eater to make things more interesting, should offer real top quality fancy expensive loincloths and early dwarven death and destruction.
As current. If a intelligent being (gremlin aka/etc) is a pet, it can apply for a room & eventual petition. Subsequently im not keen on demoting harpies to 'dumb troll' status, since we already have a abundance of eggs from beak dogs, therefore i've gone the middle route and promoted them to [pet] (because of how EVIL_ANIMALS] works out, only slow learners can be tamed) the plan is to catch some harpies, and then offer them tavern rooms (because goblins don't drink *as such*, so taverns are pretty much performance halls/motels) to integrate them into society as planned flying units. May expand this to all non-slow neutral/evil sapients.
> Gave giants [evil] tag so i can get round to forging some giant sized pieces of armor for them with complementary great-axes (not that they'll need it), its honestly better this way because giants are (A) naturally dumb (B) naturally strong and (C) Megabeasts with immortality + capped breeding limits, meaning that i'll have to work to reduce the megabeast population in order to scale my tame giants numbers/obtain strays.
This requires some additional work, but throwing in a basic despot expedition leader & numberless bureaucrats that deals with everything is easy enough via position roles. (I did try to make a troll/BCO/Ettin tri-participant alliance civilisation with a custom position structure of local chiefs with limited degree of success *i realised my oversight of slow learning when all my critters were inactive on embark*, how it all fell into place from how i structured it was also interesting, since everything worked on adventure mode *ettins settled in well, if i added can-speak to the rest i might not have had such a disaster, troll adventurers are quite fun*) hopefully this will allow petitions to go through smoothly so i can get my harpies and whatever i plan off the ground (no pun intended)
As a noted observation, the ettins i mentioned earlier, gathered in large towns (i gave default-city) and established enormous butchering fields of meat out in the sun with twenty butchers in one field to processing olms [cave animal preference] its funny to think that in world generation they might have starved from eating the whole world population of olms by not accessing any more exotic-pet races in time. I set their race to cap at 3000 globally so this is unlikely but possible. Drawing comparisons goblins, inability to sustain themselves by carnivorous diet (which all my ettins were) may be related to this 'butchering field' behaviour. Hopefully my aurochs with a little more work to diversify can bypass that, so i can re-add the carnivorous diet to them whilst keeping the air of danger by providing superior dangerous livestock.